Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: zolk3ri on July 08, 2011, 09:19:42 pm
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Useful links
- PK3s and "help.txt" can be found here (http://zolk3ri.no-ip.org/tremx).
- Web interface of TremX's git repository can be found here (https://github.com/zolk3ri/TremX/).
You could check it out via command:
git clone git://github.com/zolk3ri/TremX.git
Aliens
General
- Aliens can now sense their nearby teammates. (white blips)
- Advanced Dretch's skin is more yellowish than the regular Dretch's skin.
- Advanced Marauder's skin has been replaced and now it is kind of yellow green instead of red.
Advanced Dretch
- Has the ability to destroy defensive structures like turrets and teslas.
- Has the ability to spread infections.
- Has the ability to pounce.
Advanced Basilisk
- Has the ability to become invisible if you stay still or you are boosted.
Advanced Marauder
- Has the ability to snipe 3 barbs.
Humans
General
- Human scanner now updates more frequently and uses different colors for alien buildables and human structures.
- Machinegun Turrets now have slightly larger spin up delay before firing.
Upgrades
- The "Biokit" is a biological enhancement system that heals wounds, improves stamina, and provides some resistance to alien infection.
- The "Cloak" can be used to sneak up on aliens without being seen. The cloak lasts for 30 seconds once it is activated. Back-mounted battery pack and jet pack will stay visible.
Notes
I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
It is based on GPP's revision 2225
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Will you have a server up for this?
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Will you have a server up for this?
I wish I could but I can't. Unfortunately. :(
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Hmm... i don't remember cloaks in tremx and green marauders like korx... oh well... at least someone brought it back to life!
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Links don't exist? I instead used the ones on another post (http://tremulous.net/forum/index.php?topic=15941.0)
They don't work on gpp, and the menu works and looks almost identical to korx (green dretch, different title). You said it had a yellow dretch right? Sure you didn't get a ancient KoRx mod? (i'm very sure korx is a tremx + gpp mod for 1.1)
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zolk3ri.no-ip.org[0: 89.132.165.137]: errno=Connection timed out
fatal: unable to connect a socket (Connection timed out)
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zolk3ri.no-ip.org[0: 89.132.165.137]: errno=Connection timed out
fatal: unable to connect a socket (Connection timed out)
It works now. I had just some sleep and had to turn off the computer. :P
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Hmm... i don't remember cloaks in tremx and green marauders like korx... oh well... at least someone brought it back to life!
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Links don't exist? I instead used the ones on another post (http://tremulous.net/forum/index.php?topic=15941.0)
They don't work on gpp, and the menu works and looks almost identical to korx (green dretch, different title). You said it had a yellow dretch right? Sure you didn't get a ancient KoRx mod? (i'm very sure korx is a tremx + gpp mod for 1.1)
I have modified the source code of the official Tremulous GPP (revision 2225).
I have changed the regular Dretch's skin by adding more saturation for more yellowish color.
I have changed the Advanced Marauder's skin by changing the "HUE".
It is a pure modification to Tremulous GPP.
Tremulous GPP revision 2225 -> Modified the source code -> My TremX is ready to use!
Nothing much dude. That is all. It is not fucked up though.
I am sure all of the changes are working. (I have tested it)
In summary: It is not based on official TremX or KorX. I made my changes on my own. There still could be any similarity since I have added some of the same stuff but made it more stable. Also, the graphics are the same except the Advanced Dretch's skin and the Advanced Marauder's skin. I have just modified them on my own using GIMP.
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Im not too big a fan of TremX (KoRx, Same thing?), but this may help bring me back or get more 1.2 players.
If I was better, I would help you with weapon models. Trust me, I actualy learned how to a bit. Just a bit.
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Im not too big a fan of TremX (KoRx, Same thing?), but this may help bring me back or get more 1.2 players.
If I was better, I would help you with weapon models. Trust me, I actualy learned how to a bit. Just a bit.
Thanks dude. Actually it's really not the same as original TremX or KorX's TremX.
It's something else. Take a look at the feature list. That's all.
I would love to see those features in 1.2 though with the new models and such. :)
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This is the best thing ever. Thanks so much for your amazing contribution to society. :D
(Lol, that's not sarcasm either. KorX and TremX were the best things ever.)
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Guys, what about a new alien class that launches millions of tiny insectoid aliens as a secondary attack? Since I am not good at english, I need a good name for that alien class.
Also I am thinking of something like if you are using Battle Suit then the screen should be dark a little bit, then the four corner of the screen should be darker than the whole screen. After that, enemies and teammates must be more bright so you will be able to see them better.
By the way, I wish I could use Blender and shit like that.
I have time but I don't know how to make for example a new animated alien model. :(
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Guys, what about a new alien class that launches millions of tiny insectoid aliens as a secondary attack?
I would call it a walking hive.
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Also I am thinking of something like if you are using Battle Suit then the screen should be dark a little bit, then the four corner of the screen should be darker than the whole screen. After that, enemies and teammates must be more bright so you will be able to see them better.
Yes, the face of the battlesuit is a 'T' shape helmet. Could be darker. (Tell a friend to get a bsuit, then look at you, turn left and right slowly, and you'll see a 't' moving.)
Also, you ever notice helmets actually don't have visors but humans still able to see radar? =D
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Also, you ever notice helmets actually don't have visors but humans still able to see radar? =D
The helmet obviously uses olfactory projection.
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Cool. I wish I could help.
blender:
there should be some info on openarena forums/wiki
name:
use whatever name you like. it has little to do with english
(I'd call it "hiver" though)
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I have modified the source code of the official Tremulous GPP (revision 2225)
Tremulous GPP revision 2225 -> Modified the source code -> My TremX is ready to use!
Anyways, where can i get this gpp source code? I've been looking for one without me having to d o w n l o a d e v e r y f i l e s e p e r a t e l y due to the fact gpp is UPDATING lots of times. If i can have the source code from the first gpp when it came in the form of an executable, that'll be fine.
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I propose that you install a subversion client (http://en.wikipedia.org/wiki/Comparison_of_Subversion_clients).
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He was already pointed in that direction (http://tremulous.net/forum/index.php?topic=15367.msg226945#msg226945), and is as usual, posting off topic. Stop encouraging him.
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I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
IIRC
client creates a string of checksums(pre-computed crc32/adler from the archive) of files in a pk3, add salt sent from the server to it,
and compute the md5 of that string (some files are excluded and qvm files adds flags(IIRC))
when q3 was closed source it was a safer method since you needed checksums of all files in an archive
since it is open source now, it has no advantage
if the pk3 archive of the client is not the same as the distributed one Then they are not the same anyway
but computing SHA1 every time you connect might add some delay
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When is this modded sever gonna be up and running ... I can't wait !!! ;D
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He was already pointed in that direction (http://tremulous.net/forum/index.php?topic=15367.msg226945#msg226945), and is as usual, posting off topic. Stop encouraging him.
:(
Then i'll complain more to match it up. :laugh:
Also it isn't entirely off-topic. I would never post such a thing like that unless someone gave me brain damage.
Great, now you're making me post off-topic. Thanks.
When is this modded sever gonna be up and running ... I can't wait !!! ;D
Who's gonna host it? We need more asian servers. I mean, SIR is the only gpp server close to me... and it is in malaysia.
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I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
IIRC
client creates a string of checksums(pre-computed crc32/adler from the archive) of files in a pk3, add salt sent from the server to it,
and compute the md5 of that string (some files are excluded and qvm files adds flags(IIRC))
when q3 was closed source it was a safer method since you needed checksums of all files in an archive
since it is open source now, it has no advantage
if the pk3 archive of the client is not the same as the distributed one Then they are not the same anyway
but computing SHA1 every time you connect might add some delay
Yeah, actually it just computes SHA1 of the right PK3 archive.
It does not take too much time though.
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When is this modded sever gonna be up and running ... I can't wait !!! ;D
Well, I don't have any good server. I wish someone could host my mod anyway.
I would appreciate that.
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We could get it on our server, or you could talk to Einstein (bburhans) about getting a server up for cheap.
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Or MG's hosting. Or even me. Whatever.
There is a whole range of possibilities.
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The Server is officially up! I will be setting up forums for admin crap and etc.
Come join us!
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How bout make the mod more like the current KorX. ;)
Can't you just take the textures from the current KorX and put them in the mod? :-\
I would play with this mod once it seemes more like todays KorX. ;D
But you might need to remake the models maby. :(
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How bout make the mod more like the current KorX. ;)
Can't you just take the textures from the current KorX and put them in the mod? :-\
I would play with this mod once it seemes more like todays KorX. ;D
That would become KoRx, "remade".
KoRx is a TremX mod, with added classes and buildables, and different textures.
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korx textures are disturbing
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Why do you say that? :-\
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Humans are all blue, wearing priest hats. Thats what i first thought when i first tried korx.
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you can use effects and textures from my mod if you if you want, maybe, modify the effects a little, for not slow down fps in old computers : )
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Can't compile:
make[2]: `build/release-linux-x86/base/gamex86.so' is up to date.
make[2]: `build/release-linux-x86/base/uix86.so' is up to date.
yacc src/tools/lcc/lburg/gram.y
make[2]: yacc: Command not found
make[2]: *** [src/tools/lcc/lburg/gram.c] Error 127
make[2]: Leaving directory `/home/user/Desktop/Tremx/TremX'
make[1]: *** [targets] Error 2
make[1]: Leaving directory `/home/user/Desktop/Tremx/TremX'
make: *** [release] Error 2
user@ubuntu:~/Desktop/Tremx/TremX$ ^C
user@ubuntu:~/Desktop/Tremx/TremX$
What is this yacc thing? How do i get it?
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Where do i get the OLD 1.1 TremX? (the one where the adv dretch and adv rant was invented)
I also don't remember a adv marauder sniping though in that 1.1 version.
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You probably need the bison package.
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you can use effects and textures from my mod if you if you want, maybe, modify the effects a little, for not slow down fps in old computers : )
Funny part is I have done that with the 1.1 korx. :D
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You probably need the bison package.
I'm not a ubuntu expert so i wasn't sure how to get it. But i tried a way but an error came up:
~$ aptitude install bison
E: Could not open lock file /var/lib/dpkg/lock - open (13: Permission denied)
E: Unable to lock the administration directory (/var/lib/dpkg/), are you root?
I'm not sure aout the first line, and second line i am in root folder.
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try
sudo aptitude install bison
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You probably need the bison package.
I'm not a ubuntu expert so i wasn't sure how to get it. But i tried a way but an error came up:
~$ aptitude install bison
E: Could not open lock file /var/lib/dpkg/lock - open (13: Permission denied)
E: Unable to lock the administration directory (/var/lib/dpkg/), are you root?
I'm not sure aout the first line, and second line i am in root folder.
both lines relate to the same error, you do not have the priviledges needed (root) to run that program as the user you are logged in as.
you can as gimhael said without explaining why, the sudo command runs a program as root (admin).
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both lines relate to the same error, you do not have the priviledges needed (root) to run that program as the user you are logged in as.
you can as gimhael said without explaining why, the sudo command runs a program as root (admin).
There's only one user on ubuntu because its a virtual machine.
Thx anyways.
***My tremded won't work, [can't find an IP socket, 'too many open files' it says] and my trem-gpp's client, when i change the fs_game to something else it says it is write-protected. So i tried the old-fasioned way of using the menu, 'mods'. I double click on TremX [i don't have tremx from 1.1 anymore, so i used this name] and my screen starts doing the fullscreen trick, except this time it never came out of fullscreen. I can't switch programs, all i can do is turn up and down the brightness of the screen and volume, and force-shutdown the computer by holding the off button. Nothing else works.
[I never fixed this 'glitch' on my computer, i just created a shortcut through Steam and somehow it worked. Refer to this topic: http://tremulous.net/forum/index.php?topic=15993.0 Apperently it still hasn't been solved so im temporary on steam and the problems are comming back slowly, starting with the default tremulous menu and data-1.1.0.pk3 not being found although it is there.]
EDIT: i forgot to tell you why i needed to compile this qvm: its so i can get the ui.qvm to see if it solves the TremX problem [it never worked when i download straight from the server].
Will this qvm work for normal gpp? [%appdata% (on my computer it is library)/tremulous/gpp] Gpp is the only 'mod' that works with my gpp client right now, with an exception of Flying Alien test. Flying alien test only worked once, just before the mega crash half a year ago Then it continued crashing.
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Can someone re-upload the latest version of this mod
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not helpful
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Sorry for the double post but I was wondering if I get the newest version of the mod.
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You should connect to the KorX server.